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COMPUTER GRAPHICS
1. Computer graphics.
Computer graphics remains one of the most existing and rapidly growing
computer fields. Computer graphics may be defined as a pictorial representation or
graphical representation of objects in a computer.
2. scan code
When a key is pressed on the keyboard, the keyboard controller places a code carry
to the key pressed into a part of the memory called as the keyboard buffer. This code is
called as the scan code.
Some method is needed for maintaining the picture on the screen. Refreshing of
screen is done by keeping the phosphorus glowing to redraw the picture repeatedly.
(i.e.)By quickly directing the electronic beam back to the same points.
Random scan is a method in which the display is made by the electronic beam
which is directed only to the points or part of the screen picture is to be drawn.
The Raster scan system is a scanning technique in which the electrons sweep from
top to bottom and from left to right. The intensity is turned on or off to light and unlight
the pixel.
The merits and demerits of direct view storage tubes [DVST] are as follows
• It has a flat screen
• Refreshing of screen is not required
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• Selective or part erasing of screen is not possible •
It has poor contrast
• Performance is inferior to the refresh CRT.
The emissive display converts electrical energy into light energy. The plasma
panels, thin film electro-luminescent displays are the examples.
The Non emissive are optical effects to convert the sunlight or light from any
other source to graphic form. Liquid crystal display is an example.
Merits
Demerits
9. persistence
The time it takes the emitted light from the screen to decay one tenth of its
original intensity is called as persistence.
10. resolution
The maximum number of points that can be displayed without an overlap on a CRT is
called as resolution.
The ratio of vertical points to the horizontal points necessary to produce length of
lines in both directions of the screen is called the Aspect ratio. Usually the aspect ratio is
¾.
12. Addressability
The Addressability is the number of individual dots per inch (d.p.i) that can be
created. If the address of the current dot is (x, y) then the next dot will be (x+y), (x+y+1)
etc.
2
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13. a dot size
Dot size may be defined as the diameter of a single dot on the devices output. Dot size
is also called as the Spot size.
Impact printer press formed character faces against an inked ribbon on to the
paper. A line printer and dot-matrix printer are examples.
Non-impact printer and plotters use Laser techniques, inkjet sprays, Xerographic
process, electrostatic methods and electro thermal methods to get images onto the papers.
Examples are: Inkjet/Laser printers.
• They are faster than pen plotters and very high quality printers.
• Recent electrostatic plotters include a scan-conversion capability.
• Color electrostatic plotters are available. They make multiple passes over the
paper to plot color pictures.
19. pixel
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20. frame buffer
Picture definition is stored in a memory area called frame buffer or refresh buffer.
21. bitmap and pixmap
The frame buffer used in the black and white system is known as bitmap which take
one bit per pixel. For systems with multiple bits per pixel, the frame buffer is often referred
to as a pixmap.
Random scan monitors draw a picture one line at a time and for this reason are also
referred as vector displays.
A special purpose processor, which is used to control the operation of the display
device, is known as video controller or display controller.
Run length encoding is a compression technique used to store the intensity values in the
frame buffer, which stores each scan line as a set of integer pairs. One number each pair
indicates an intensity value, and second number specifies the number of adjacent pixels on
the scan line that are to have that intensity value
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1. an output primitive
Graphics programming packages provide function to describe a scene in terms of these
basic geometric structures, referred to as output primitives.
2. ‘jaggies’
Line with stair step appearance is known as jaggies.
4. lines
A line is of infinite extent can be defined by an angle of slope θ and one point on the
line P=P(x,y). This can also be defined as Y=mx+C where C is the Y- intercept.
5. Circle
Circle is defined by its center xc, yc and its radius in user coordinate units. The
equation of the circle is (x-xc) + (y-yc) = r2.
6. Ellipse
An ellipse can use the same parameters xc, yc ,r as a circle, in addition to the
eccentricity e. the eqn of an ellipse is:
(x-xc)2/a2 + (y-yc)2/b2 = 1
7. polygon
A polygon is any closed continues sequence of line segments ie, a polyline whose last
node point is same as that of its first node point. The line segments form the sides of the
polygon and their intersecting points form the vertices of the polygon.
9. seed fill
One way to fill a polygon is to start from a given point (seed) known to be inside the
polygon and highlight outward from this point i.e neighboring pixels until encounter the
boundary pixels, this approach is called seed fill.
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12. an active edge list in the scan line algorithm
The active edge list for a scan line contains all edges crossed by that scan line.
16. font
The term font referred to a set of cast metal character forms in a particular size and
format, such as 10-point courier italic.
30. aliasing
In the line drawing algorithms, all rasterzed locations do not match with the true
line and have to represent a straight line. This problem is severe in low resolution
screens. In such screens line appears like a stair-step. This effect is known as aliasing.
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31. antialiasing
The process of adjusting intensities of the pixels along the line to minimize the
effect of aliasing is called antialiasing.
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1. Transformation
Transformation is the process of introducing changes in the shape size and
orientation of the object using scaling rotation reflection shearing & translation etc.
transformation and hence the shape of the object is not distorted. In a passive
transformation the points x and x| represent same points in the space but in a different
coordinate system. Here the change in the coordinates is merely due to the change in the
type of the user coordinate system.
3. translation
Translation is the process of changing the position of an object in a straight-line path
from one coordinate location to another. Every point (x , y) in the object must under go
a displacement to (x|,y|). the transformation is:
x| = x + tx ; y| = y+ty
4. rotation
A 2-D rotation is done by repositioning the coordinates along a circular path, in the x-y
plane by making an angle with the axes. The transformation is given by: X| = r cos (θ + φ)
and Y| = r sin (θ + φ).
5. scaling
The scaling transformations changes the shape of an object and can be carried out by
multiplying each vertex (x,y) by scaling factor Sx,Sy where Sx is the scaling factor of x and
Sy is the scaling factor of y.
6. shearing
The shearing transformation actually slants the object along the X direction or the Y
direction as required.ie; this transformation slants the shape of an object along a
required plane.
7. reflection
The reflection is actually the transformation that produces a mirror image of an
object. For this use some angles and lines of reflection.
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9. clipping
Clipping is the method of cutting a graphics display to neatly fit a pred graphics
region or the view port.
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1. various representation schemes used in three dimensional objects
2. Polygon mesh
Polygon mesh is a method to represent the polygon, when the object surfaces are
tiled, it is more convenient to specify the surface facets with a mesh function. The various
meshes are
Triangle strip ± (n-2) connected triangles
Quadrilateral mesh ± generates (n-1)(m-1) Quadrilateral
4. surface patch
A single surface element can be defined as the surface traced out as two
parameters (u, v) take all possible values between 0 and 1 in a two-parameter
representation. Such a single surface element is known as a surface patch.
8. B-Spline curve
A B-Spline curve is a set of piecewise(usually cubic) polynomial segments that pass
close to a set of control points. However the curve does not pass through these control
points, it only passes close to them.
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9. a spline
To produce a smooth curve through a designed set of points, a flexible strip called
spline is used. Such a spline curve can be mathematically described with a piecewise
cubic polynomial function whose first and second derivatives are continuous across
various curve section.
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17. Octrees
Hierarchical tree structures called octrees, are used to represent solid objects in some
graphics systems. Medical imaging and other applications that require displays of object
cross sections commonly use octree representation.
18. Projection
The process of displaying 3D into a 2D display unit is known as
projection. The projection transforms 3D objects into a 2D projection plane.
23. projection
The process of converting the description of objects from world
coordinates to viewing coordinates is known as projection
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determined by calculating the intersection of the converged projection lines with the view
plane.
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1. computer graphics animation
Computer graphics animation is the use of computer graphics equipment
graphics output presentation dynamically changes in real time. This is often also called real
time animation.
2. tweening
It is the process, which is applicable to animation objects defined by a
sequence of points, and that change shape from frame to frame.
3. frame
One of the shape photographs that a film or video is made of is known as
frame.
4. key frame
One of the shape photographs that a film or video is made of the shape of an
object is known initially and for a small no of other frames called keyframe
5. pseudo animation
Pseudo animation is creating a sequence of stills, photographing or video
graphing each still as one frame, and then later playing back the frames at a faster
speed.
9. solid modeling
The construction of 3 dimensional objects for graphics display is often
referred to as solid modeling.
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10. an intuitive interface
The intuitive interface is one, which simulates the way a person would
perform a corresponding operation on real object rather than have menu command.
11. Sprite
A Sprite is graphics shape in animation and games programs. Each sprite
provided in the system has its own memory area similar to but smaller than pixel
RAM.
16. Fractals
A Fractal is an object whose shape is irregular at all scales.
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21. turtle graphics program
The turtle program is a Robert that can move in 2 dimensions and it has a
pencil for drawing. The turtle is defined by the following parameters.
g. Position of the turtle (x, y)
h. Heading of the turtle 0 the angle from the x axis.
22. graftals
Graftals are applicable to represent realistic rendering plants and trees. A tree
is represented by a String of symbols 0, 1, [, ]
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